Releases: Endymionls/DW3Randomizer
Version 2.5.4.2 - The Tristate Update Update
This is an update to the Tristate Update, utilizing checkboxes instead of radio buttons. Additionally, the hash is being recalculated, since that got messed up in the original Tristate update. All changes are below:
Core
- Change radio buttons to three-state checkboxes
- Creation of new functions to reduce the complexity of evaluating flags
- Rewrite of Hash Calculation
- Adjustments to lastfile.txt to utilize CheckState instead of Checked
- Fix Cosmetic Options loading correctly
Flags
- Change ! flag evaluation to # so filename can be generated correctly
Cosmetic
- With change back to checkboxes, options have been reorganized and laid out differently
Version 2.5.4.1 - The Tristate Update + Code Cleanup
After running a couple of seeds of 2.5.4, I noticed that some of the non-influential cosmetic flags were incrementing the global randomization counter. This update fixes that, along with breaks out nearly all functions into separate class files, which will help me with working on future updates.
Take a look at version 2.5.4 for information on the Tristate Update.
Core
- Adjust non-influential cosmetic flags to randomize using separate counter based on seed
- Break functions into separate class files (reduced main form from nearly 11,000 lines of code to almost 1,900)
- Reimplementation of Randomize Equipping Class function call (accidentally deleted at some point)
Version 2.5.4 - The Tristate Update
Hello!
I'm excited to release this new version of the randomizer, affectionately called the "Tristate Update". You'll notice that the application is larger, both in kb's as well as window size. There are now 3 options for nearly every flag out there, Off, On, and Random. Random will randomly turn that flag either on or off and is based on the seed number.
Also, while working on the Tristate functionality, I found that Randomize Experience and Randomize Gold from monsters wasn't working. Those are now reimplemented and have a +/- 25% effect on Experience and Gold earned.
More detailed info on the update below.
Core
- Change from checkboxes to radio buttons for flags
- Reorganization of some options to different tabs which better reflect the function of those options (i.e. Spell Learning and Spell Strength moved to Adjustments tab)
- Change base of Shoes of Happiness and Ring of Life effect from 0 to 1
- Removal of Copy Checksum and Copy Hash Buttons, leaving Copy Checksum/Hash
- Removal of Compare button (will be adding an option to generate Equipment file in a future release)
- Tool tips added for all options
- Reimplementation of Randomize Experience and Randomize Gold
Flags
- Rework of flag calculations based on the tristate nature of flags
- Flags still A-Z, but also incorporates ! as a "letter"
- Flags length slightly extended to incorporate tristate options.
- Addition of 2 presets, Fast Vanilla that leaves the game intact but enables some of the speed up options (can also use some of the cosmetic options if you'd like) and Everything's Random which turns Random on for all the options.
Cosmetic
- Movement of some of the text boxes and buttons
To Be Fixed
- There is an issue where the normal size map is generating too large.
Version 2.5.3.1 - build 261
Hi all,
This is a small fix release related to the West Portoga shrine being broken.
I'm sorry for the issues that the shrine was causing. I though I had fixed it in 260.
Version 2.5.3
Smallish update compared to 2.5.2. Update includes:
Core
- Fixes to how locations are mapped out. This will prevent some locations from overlapping each other. Also should resolve some locations getting cut off at map edges.
- Hopefully fixed hangs when generating maps. I need to do more testing, since it's possible if Portoga Island cannot be placed because of certain map constraints.
- Evaluation of land tiles around towns and ensuring they are generated when towns are created.
- Portoga Island shape slightly changed.
- Staff of Change is now a sellable/dropped item when using the "Sell Unsellable Items" flag.
- Fixed Global randomization to not include cosmetic options that do not lead to flag changes (like sprite colors).
- Update to debugmode to export maplocs array (only relevant to those that may build their own copy)
Flags - No Flag Changes in this version.
Cosmetic Fixes/Changes
- Fixes for text when changing ghosts to caskets. (I hope this is the last of those fixes)
- Addition of Mia to the female list of possible random names. (Dragon Warrior Treasures)
Version 2.5.2
Hello everyone! Here is version 2.5.2 of the randomizer, finalized on build 253. Here is a list of the updates/changes in this version.
Core
- Update of some default values for randomization options for first launch
- Rework of continent sizes to reduce number of hung seeds (still need to figure out why 4 locked locations are hanging some seeds)
- Fix to flipped axis on some zone creations (should be y,x - not x,y)
- Creation of debugmode in code to help quickly create debug files (this will be turned off for releases)
- Rework of how casket text is generated - addresses typos
- Fix evaluation of flags when using preset flag sets
- Rework of animal text when changing cats to other animals
- Cosmetic changes that affect text now will have flags associated with them since there can be frame changes between those
- Change lastfile.txt to lastfileversionnumber.txt to account for check changes
- Addition of Class Checkboxes in lastfile to reload previous state
Flags
- Option to randomize continent locations for many towns, caves, towers, and shrines - shouldn't affect forward progress/softlocks. Some locations are locked to specific continents of key items needed to be found there.
- Addition of flag for non-magic users to gain MP (great for potential class changing)
- Removal of default option of Endy Flags
- Rework of SotW flag set (includes location randomization)
- Addition of Traditional SotW flagset (does not include location randomization)
- Rework of flag calculation (makes it easier to update when new flag options are added)
- Uncheck all flags, set % values to 100% when launching randomizer for the first time
Cosmetic fixes/changes
- Fix for Female Fighter Sprite (right facing was broken in default) - Enabled by a checkbox
- Inverting of Lion colors when randomizing cat sprites - didn't look right the way it was
- Adjustments to hero sprites (10 different male options based on age)
- Addition of female checkbox for female hero sprites (10 different female sprites based on age)
- Addition of cosmetic option to randomize NPC sprites to those of other DW games
- Small change to custom credits
- Update to Shoes option to include Ring of Life (both effects are increased by the same memory location)
- Change default names of party members to DW3 names instead of DW4 names
- Fix casket text script
- Option to change level up text to include character's name
Version 2.5.1
Hello everyone! Here is version 2.5.1 of the randomizer. Below is the list of the changes and updates in this version.
Version 2.5.0 Changes
Core
- Addition of Hero Spell Glitch Fix
- Sages Stone Randomization (normally, it has the HealUs effect, chance that it will use HealUsAll)
- Addition of Permanent Double Attack (does not stack with Falcon Sword)
- Shoes of Happiness Randomization (base randomization is 0-10, "Big Shoes" is 0-255)
- Addition of Party Starts with Items (Hero and 3 Tavern members will start with a random consumable item)
- Addition of Build number (this will influence randomization based on seed)
- Addition of Remake Equipment Vanilla values when using those values to randomize equipment
- Addition of more options for Encounter, experience, and gold gains
- Addition of Remove Duplicate Items from Monster Drops List (will reduce the number of consumable items dropped by monsters)
Flags
- Addition of "Just for Fun" flag set
- Addition of flag to turn on or off monster drop randomization
- "Monster Randomization" flags were actually Party Randomization. These have been moved to the appropriate tab and named correctly. Monster Randomization options will be in an upcoming release.
Cosmetic fixes/changes
- Fixed help text for Randomize Starting Gold
- Fixed custom credits
- Fixed tabbing and spacing in randomizer application
- Removal of Light option for Party Randomization (wasn't used in code)
- The next major update will likely be a while. I will be focusing on map generation and how to randomize the town, cave, and tower locations to different continents and adjust progression treasures accordingly. Hopefully I'll be able to fix return points, ships not getting stuck in mountains, bird returning in water, and the weird cut-offs for some locations. I'll be looking at different map sizes as well in that update.
Version 2.5.1 Changes
Revert change made of sprite for Cave of Enticement exit (caused softlock). Thanks for pointing this out OOG37!
Version 2.5.0
Hello everyone! Here is version 2.5.0 of the randomizer. Below is the list of the changes and updates in this version.
Core
- Addition of Hero Spell Glitch Fix
- Sages Stone Randomization (normally, it has the HealUs effect, chance that it will use HealUsAll)
- Addition of Permanent Double Attack (does not stack with Falcon Sword)
- Shoes of Happiness Randomization (base randomization is 0-10, "Big Shoes" is 0-255)
- Addition of Party Starts with Items (Hero and 3 Tavern members will start with a random consumable item)
- Addition of Build number (this will influence randomization based on seed)
- Addition of Remake Equipment Vanilla values when using those values to randomize equipment
- Addition of more options for Encounter, experience, and gold gains
- Addition of Remove Duplicate Items from Monster Drops List (will reduce the number of consumable items dropped by monsters)
Flags
- Addition of "Just for Fun" flag set
- Addition of flag to turn on or off monster drop randomization
- "Monster Randomization" flags were actually Party Randomization. These have been moved to the appropriate tab and named correctly. Monster Randomization options will be in an upcoming release.
Cosmetic fixes/changes
- Fixed help text for Randomize Starting Gold
- Fixed custom credits
- Fixed tabbing and spacing in randomizer application
- Removal of Light option for Party Randomization (wasn't used in code)
The next major update will likely be a while. I will be focusing on map generation and how to randomize the town, cave, and tower locations to different continents and adjust progression treasures accordingly. Hopefully I'll be able to fix return points, ships not getting stuck in mountains, bird returning in water, and the weird cut-offs for some locations. I'll be looking at different map sizes as well in that update.
Version 2.4.6a
Couple of issues were found that have been fixed.
- Dragon Mail getting Ninja Suit stats and equippers (thanks OOG37 for pointing this out)
- Default prices for remake equipment not populating correctly (thanks OOG37 for pointing this out)
- Guide file now displays remake equipment when selected
Version 2.4.6
Smallish update for this release. There was a lot of back-end cleanup of code that removed over 1,500 lines of repetitive code. Making these backend changes made implementing a couple of the new features a lot easier.
Updates in this release:
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Addition of several new animals when randomizing the Animal Suit
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New sprite colors added when randomizing sprite colors, including 3 different skin tones
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Clean up and optimization of equipment power display when using "Display Equipment Power" (cleaned up spacing, cursed items are flagged appropriately with a *)
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Review of Echoing Flute locations and addition of some locations. Hopefully we won't have any more lying flutes, but let me know if you encounter one.
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Fix for class randomization not being saved when reopening the randomizer
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Reroll of equipment power when randomizing if it rolls a 0 or 1 (there were 3 values that would generate the minimum, hopefully seeds will be a little more balanced going forward)
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Fixed Oricon sale price (can only be sold in Kol Item Shop)
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Addition of 7 pieces of remake equipment to make Merchants and Fighters more viable classes
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Battle Axe replaced by Holy Lance (Pilgrim & Sage) 35 Attack 2300 GP Cost
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Thorn Whip replaced by Beast Claw (Fighter) 95 Attack 24000 GP Cost
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Giant Shears replaced by Justice Abacus (Merchant) 110 Attack 25000 GP Cost
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Sledge Hammer replaced by Dragon Claw (Fighter) 85 Attack 17000 GP Cost
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Armor of Terrafirma replaced by Ninja Suit (Fighter) 58 Defense 4200 GP Cost (increases evasion)
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Iron Shield replaced by Pot Lid (All Classes) 2 Defense 50 GP Cost
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Iron Mask replaced by Black Hood (Fighter) 18 Defense 1200 GP Cost